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(PSN)Samnizal_Plays

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Posts posted by (PSN)Samnizal_Plays

  1. I've always wanted a node on each planet that's a survival or defence or interception where enemy's start at 100. These missions could have nightmare modifiers, sortie modifiers, or something of the sort. And would change once a day like sorties. This would give great starting endurance lvl and have bonus risk. 

     

    As for rewards. Keep them the same as normal mission. This way ppl don't feel like they are forced into it for better rewards.

  2. I'd like for each planet to have a starting survival start at like lvl 100 as a base because the codes there as seen by sorties. But possibly add nightmare effects or sortie effect to them that rotate each day. 

    What this would allow is any player looking to test their gear could immediately go to a 100lvl node and immediately feel the effects of their build and wouldn't have to result to staying in a survival for an hour just to reach that lvl of enemy to test in an actual environment and not the oh so trusty(buggy) simulacrum.

  3. Ever since the announced changes to melee 3.0 we have received basicly no info on weapon or mod changes. BUT, then to ALL of our disappointment during devstream yesterday, while Reb was fighting the corpus and enemy dropped the new Reach mod for melee and on it was a + range as normal but also PUNCHTHROUGH?????. So, what does this leave us with? It leaves us with that the Devs nerfed melee to not go through walls. BUT , then return now to give us modable punch through on Melee???

    I'd like to give an example of over nerfing something. Wukong with iron vault was nerfed when used with glaives, patches later melee no longer goes through walls. What this leaves is a combo nerfed for no reason because you can't even hit enemies through the walls, this also includes the Arca Titron passive being pointless cuz it no longer works either.

    What I want from the Devs is simply give us #numbers and information to any rework so that info can be looked and reviewed by players for side by side comparison, instead of y'all consistly never giving numbers or info so we can't fact check your work.

  4. 1 hour ago, (PS4)Pauloluisx said:

    Eh ever since DE announced Login 2.5 he's been salty, spreading hate and throwing a major tantrum that spreads to pretty much every part and mechanic of the game. Don't listen to that child of a youtuber, he's heavily biased right now.

    Apparently you haven't seen his video about the login rewards. He LIKES the new login rewards because it doesn't effect him

  5. Atlas- ATM I got a 3 wall build that's actually stronger then garas wall segments lol. I also have a petrify augment build, the only problem with petrify is that DE limited the stone rate a tik to 1 anything over 130 strength doesn't help petrify, which it should. As for his golems I think they NEED to change them to HEALTH ONLY or DURATION only.

     

    And like my last post I probly won't check back

  6. Most likely won't reply to this because this is my first forums post but here are some of my thoughts 

    Impact proc on frozen enemy would shatter it for like 50% extra damage. Puncture proc sends ur bullet through the enemy with like 2m punch through or just deals extra damage vs armor targets like impact on frozen targets. Slash = same. Frost damage proc makes enemy more vulnerable to melee and impact. Fire can now stack like slash which is easy fix and maybe cause them to be terrified. Electric will cause Target to be like a Tesla coil and send Sparks to nearby enemies like volt 4. Toxin well already scales with mods and enemy hp by should act like slash maybe because it would be as if u have poisoned the insides of the enemy. As for all the combined elements they are sadly more balance then ips and base elements are lol

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